LORDPrometheus
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P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
thank you for the reply and conveniently enough all my parts are already set up exactly how you have described -
Did you adjust particle shaders? If you use two different shaders at once this will happen.
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I still envy your particle effects but my texturing has improved significantly as of late
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You guys are making these epic particle effects meanwhile im derping around putting two particle shaders on the same missile and making it not load into the game. I fixed the problem there... Eventually
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You are making some good progress. If you are interested I would like to incorporate your 7.62mm ammo reference into CAL to maximize cross mod compatibility since I think harpwnr already has some 7.62mm guns. You are by no means required to join CAL but I would recommend it for the benefit of the end user. Also if you have any questions about modding ideas tips and ticks or CAL feel free to PM me. I lokk forward to seeing more progress here keep up the good work!
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P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
Your requests are usually good and always welcome so go for it. That being said my current plan is ambitious for a single full time college student but I am going to try. Basically I want to semi equalize all American russian and Chinese weapons in terms of quantity and diversity of arensal. Once that is done I will split PEW into three 'superpower' packs and a single full version. That many weapons is simply too much for some peoples computers so id like to give people a choice. as it is the only part of modding I dislike is the tedium of testing everything over and over tweaking a setting restarting the game etc. Other than that its a lot of fun -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
remember guys i do listen to requests as proven by what i am working on today -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
good summary and completely correct another thing about air to air missiles is they already have a lot of inertia due to the speed of their carrier aircraft and therefore need to expend a lot less propellant to get up to speed whereas ground launched missiles are starting from nothing. -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
praise means a lot coming from you man. Thank you. BTW any chance you can shoot me a message about any changes i need to make for BDArmory 10? also forgive me if my birthday celebrations get in the way of my work guys. Gotta have some fun sometime -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
With a blizzard bearing down and classes cancelled I should be able to get some solid progress made today guys -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
With Spanner's Boomsticks I had explicit permission from the mod author to continue it. I dont feel comfortable taking and continuing his work without permission even if the licence techically allows it which im not even sure if it does I havent checked -
A following comes to those who earn it and you and your team have definitely earned it. PS: thanks for suggesting Substance painter i had gotten $100 in steam gift cards for Christmas and jumped on it.
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P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
UPDATE: the unity gods have accepted my offerings and permitted everything to work! to address a common concern i have also made sure there is a full three particle effects at once so stop asking any more or your computer wont like it very much when you unleash another Macross missile massacre at a hapless tank. PS no i do not watch Anime i just write science fiction also happy new year -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
still trying to figure things out but i think i am getting somewhere -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
yeah it came down to which missile looked cooler -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
sa-6 -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
the possibility of the missile being defined as upside down exists but i find it unlikely... cool ship by the way. anyway status report today i spent about 10 hours learning how to use substance painter and how to make normal maps... results nothing tangible yet. i did learn a few new modeling tricks along the way but i still need to invest more work into this. in the pipeline is a 2k12 launcher and the 9M336 missile that goes with it as well as other parts i never released such as an AIM-7 Stryker Mgs and several more. also I'm disappointed no one guessed the tank correctly. the turret in question is a merkava mk III. it originates in Israel has a unique accordion like recoil and the vehicle is also an IFV -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
if anyone has solid information about making high quality textures for my models please contact me. My textures are usable but far from the quality i am seeking -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
been spending alot of time with the family so not too much progress. currently i am debating whether or not to just wait until the next BDarmory update or to release some content sooner. -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
on the list but think more... multi role vehicle -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
no further hints but my comment on the barrel recoil is sort of one -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
Sounds perfect thank you very much for maintaining it in my absence also between the work BahamutoD and harpwner are doing i should be able to make some more creative weapons in the future as well. once again though If anyone could help me out as a texturer or can point me to some good gimp texture tutorials i would greatly appreciate it. I'd like to get photoshop but it is just not financially viable at this time. coloring and decals are fine but some more in depth info on layers a good way to make rivets and some better info on specular and normal maps would be fantastic. and once again thank you for all the support -
P.E.W (A BDArmory Addon)Reactivated Development
LORDPrometheus replied to LORDPrometheus's topic in KSP1 Mod Development
maybe I have plans for a Klub with launcher already. for the future i want to focus on quality not quantity and when i get this... not naming that so easily. well your clue is non superpower third gen MBT. after that i have the stuff i have mostly done already and some new ideas. I leave for my home in the frozen north(ern US) this Friday in theory i will begin working this weekend. actually i was doing some modeling on that secret tank today to distract myself from finals stress. and ill tell you this if i can make the recoil animation as epic as i hope i can its gunna be good -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
LORDPrometheus replied to BahamutoD's topic in KSP1 Mod Development
so Baha have you considered the capability of adding multi stage guided missiles for ICBMs?